Neurones 3D Engine ScienceViewerLearningEngine Overview Features Download

Changelog

Everything the engine can do, by version.

The full, user-facing history of Neurones 3D Engine, grouped by engine domain. The v1.0 milestone is on the roadmap card at the top; v0.9 is the current launch candidate below it.

v1.0 Coming soon

the milestone release, already taking shape in the workshop.

On the roadmap

  • Ultra-frugal video reconstruction: sharper, denser results with the comet-streak fuzz cleaned up, still fully on your own machine
  • A native macOS build, delivered as a signed .dmg next to the Windows executable
  • New one-click classifiers for outdoor, facade and infrastructure scenes
  • GPU-accelerated splat sorting for scenes beyond five million Gaussians
  • Faster still on very large clouds, with more of the index paged straight off disk
v0.9 Launch candidate

one Rust engine that takes you from capture to understanding to deliverable.

Point Cloud engine

  • Open a 43.5 million point LAS file in about 1.2 seconds with a memory-mapped, parallel reader, colour and intensity intact
  • Read compressed LAZ at roughly 40 million points per second, including COPC files
  • Load multi-scan E57 tripod captures with their poses applied and scans merged, plus the panoramic photos embedded inside
  • Open point-cloud PLY and NumPy NPY files, with any extra columns carried through as colourable fields
  • Work with files bigger than your RAM: an out-of-core index streams billions of points from disk, so the limit is your disk, not your memory
  • Reopen any indexed file in about a second, with almost no memory cost, because the index maps straight back in
  • Build the index for huge files on modest machines, at a bounded memory budget that stays roughly flat however large the file is
  • Drop several clouds into one scene as layers, each with its own visibility toggle
  • Colour by RGB, elevation, normals, intensity, classification or any scalar field, with a smooth ramp

Gaussian splatting

  • Render real 3D Gaussian Splatting natively, from PLY (INRIA) and SPZ (Niantic) files, auto-detected
  • A full EWA rasterizer with covariance projection, Mip-Splatting anti-aliasing and correctly sorted transparency
  • Navigate freely: splats re-sort in the background so movement never stutters, and sorting is now several times faster
  • Turn any ordinary point cloud into photoreal surfels: soft tangent-plane Gaussians that blend into continuous, seamless surfaces at full survey scale
  • Per-point normals are computed once and cached, so surfels and the normals view come back instantly on reopen

Rendering

  • Switch between crisp survey points and a continuous, lit, hole-filled surface with a single toggle
  • Eye-Dome Lighting gives raw points depth and readable silhouettes, the classic point-cloud look
  • Surface mode adds screen-space ambient occlusion and rim lighting for contact shadows and shape
  • Thin structures such as powerline wires stay crisp instead of melting into blobs
  • Oriented surfels tile dense scans into gap-free, matte surfaces without any per-frame sorting
  • Supersampling from 1x to 4x with contrast-adaptive sharpening for clean edges
  • Quality presets, Eco, Balanced and Premium, in one click, with integrated GPUs starting in Eco automatically
  • An occlusion-aware ground grid and a gradient backdrop composited in the same pass
  • A cinematic fly-in and fade reveal every time a scene loads

Mesh engine

  • Import textured glTF and GLB models, with base-colour textures, vertex colours and computed normals when missing
  • Open PLY meshes in binary and ASCII, with quads triangulated and smooth normals filled in when absent
  • Four shading modes, shaded, albedo, normals and flat, with a view-dependent headlight so form reads from any angle
  • Turn segmented point clouds into clean planar panels, ready to export
  • A built-in demo sculpture mesh so you can try the pipeline with no data on hand

BIM and CAD import

  • Drop an IFC building on the window and see it meshed by a pure-Rust importer, no external kernel and no conversion step
  • A 100,871 entity building with 3,956 elements meshes in about one second
  • Real solid modelling: extruded solids, faceted breps, mapped instances and true boolean clipping
  • Real materials: curtain-wall glass and mullions keep their IFC surface styles, and an architectural palette covers the rest
  • Files authored in millimetres land at the right size in the scene, every time
  • Import STEP and STP CAD parts, with exact B-rep tessellated at a size-relative tolerance for crisp curves
  • Buildings and parts composite in one scene alongside your point clouds and splats

Voxels

  • Turn any scan into a lit block world in real time, the Minecraft view, using the scan's own colours
  • Adjust resolution live, up to 2048 cells per axis
  • Export the voxel grid as glTF (GLB) for game engines and DCC tools

3D reconstruction from video

  • Drop a phone video on the window and get a colored 3D point cloud back in about fifteen seconds on a warm run
  • Feed-forward neural reconstruction runs locally on your own GPU, with no upload, no account and no cloud minutes
  • The model sizes itself to the VRAM you have, and falls back gracefully when acceleration or models are absent
  • Longer clips, up to around fifteen minutes, stay consistent through windowed gluing
  • Results come back upright automatically, levelled to gravity from the camera motion

Intelligence and classification

  • Label an indoor scan into floor, ceiling, wall and furniture in one click, at 91.9% accuracy on held-out data
  • A powerlines classifier sorts ground, vegetation, wire and pylon for utility corridors
  • A class legend lets you show, hide and isolate any category
  • Unsupervised segmentation decomposes any surface into coherent parts with no parameter to tune, plus a border-sharp fine preset
  • Per-segment analytics and per-segment meshing into clean planar panels
  • A benchmark-validated normals pipeline (bilateral PCA with gravity-aware orientation), cached for instant reuse

Toolbox: measurement, sections, floor plans, video

  • Measure point coordinates and 3D, horizontal and vertical distances, with octree-accurate picking under the cursor
  • Cut 2D floor plans and sections with a rotatable section plane and a live 3D slab preview, panned and zoomed like a CAD station
  • Export orthoimages up to 8192 px at full point density, as PNG or JPEG
  • Record a flythrough as you navigate, then replay it through a smoothing spline that keeps your pacing
  • Bake MP4 video of every render mode, from 720p to 1440p and 24 to 60 fps
  • Fly with WASD and a cruise-speed wheel, or orbit, pan and dolly
  • Save the current view as a 2x-resolution image
  • A gamified first-run tour with auto-completing steps, and three built-in demo scenes

Performance and reliability

  • 60 fps on a 2,000,000,000 point cloud, out of core; a 43.5 million point scene measures about 110 fps at 1600x900
  • Pure Rust on GPU-native wgpu: no garbage collector, no runtime pauses
  • Out-of-core by design, so 10-year-old laptops stay interactive on files bigger than their RAM
  • A VRAM residency pool pages detail in and out, so clouds larger than your GPU never stall
  • Every optimization is measured against recorded baselines, including splat sorting several times faster and cached normals many times faster this release
  • A malformed-file torture corpus means corrupt, truncated or adversarial files can no longer crash the app
  • Crash logging and self-healing when the GPU runs out of memory

Distribution

  • One self-contained 15 MB Windows executable, no installer and no dependencies
  • A macOS build pipeline is ready
  • The free tier is the whole viewer and every in-app process, forever, with no trial clock and no account
  • Pro unlocks everything that writes results out: PLY and glTF exports, MP4 flythroughs and high-fidelity orthoimages
  • Pro is an offline, signed key validated on your own machine, with no server and no subscription, usable on any machine
  • One key covers every version released during its window
Download free for Windows See every feature illustrated → ← Back to overview

About

Why Neurones 3D exists.

Standing inside a 43.5 million point indoor laser scan rendered by Neurones 3D Engine

I have spent years working with point clouds, and for most of them the software got in the way. I wanted one tool I would actually reach for every day: fast enough to enjoy, honest about what it does, and calm to use.

Neurones 3D started in Python, the way most of my research does. It worked, but it was heavy, and heavy tools quietly discourage you from opening them. So I rebuilt everything in Rust, from the file readers to the renderer, with one rule: stay frugal. A single small file, no cloud, no telemetry, billions of points on a laptop that is ten years old. In an age where every tool reaches for a data center, I wanted the opposite.

The goal is simple to say and hard to earn. One package that carries you from capture to understanding to deliverable, without exporting to five other programs along the way. Load a scan, a splat, a building, a phone video. See it, classify it, measure it, and send out something real. Together, in one place.

This is the tool I always wanted. I hope it becomes yours too.

Dr. Florent Poux 3D Geodata Academy

Get Neurones 3D Engine

The download opens on the main site, where a short form sends the link to your inbox. Free tier, no account, one 15 MB file.

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